Tarrasque

Highglander's page

Organized Play Member. 148 posts. No reviews. No lists. No wishlists.




I thought of this spell combo but I have things that trouble me.
Situation :
- I have an inevitable arbiter as a familiar.
- I have the Improved Share Spells feat
- I cast Shadow projection on him with share spells
- I cast familiar melding

I can't find something making this illegal, if there is please point it out :)

So now I have this situation (I think):
- my body is inanimate
- I occupy my familiar's body*
- The body I occupy has no shadow*
- my familiar is a shadow

*Do I share the shadow with the familiar ? The spell says I take over his body

Assuming I am in my familiar's body:
1 - what happens if I cast a touch spell and make my familiar deliver it
2 - what happens if I cast a personal spell via share spells
3 - what happens if I cast something with improved share spells
4 - what happens if my familiar's shadow is slain
5 - what are my familiar's shadow hit point ?
6 - If I cast familiar melding first, can I cast shadow projection through share spells ?

I was wondering if I could possess the familiar's inanimate body with magic jar, but since it is a soulless body similar to an undead like a zombi or skeleton, I think I can't.


Reading crane riposte I wondered how this situation would work. I quickly searched but alsmost all threads ask about crane wing and I didn't find anything about crane riposte.

Let's say I have all the crane style feats chain, combat reflexes and a weapon with the trip feature (ex : temple sword). I can trip unarmed but whatever. I also have vicious stomp, which gives an AoO when an opponent falls prone in my theatened area.

A guy attacks me with a full attack :
- he makes his first attack, I deflect it with crane wing
- I can make an attack of opportunity with crane riposte, I make a trip maneuver in place of the melee attack
- I succeed, the guy is prone and I can punch him thanks to vicious stomp
- the guy can do his remaining attacks with a -4 penalty or use a move action

Is this correct ?


So I finished tweaking the build I was trying to make and am content with it, so here we go.

The concept is dealing the most brutal blow in a single strike and be almost sure to hit.
Magus is the most appropriate class with true strike, and kensai to get perfect strike @lvl4.
Then to boost the single blow, the vital strike tree is a no-brainer, and furious finish makes it maximized.
Having a larger weapon increases the number of weapon dices so I'll be taking lead blades with UMD and polymorph spells to culminate with monstrous physique 3 (getting it @lvl19 along with greater vital strike).

Spoiler:

Human(Heart of the Fields) CG
for18/ dex14/ con10/ int12/ wis7/ cha15

traits :
magical knack(magus)
optimistic gambler

kensai7/urban barbarian2/fighter1/ragechemist2/EK8

1 - kensai1 - combat reflexes, skill focus : survival
2 - kensai2
3 - kensai3 - familiar, power attack
4 - kensai4
5 - urban barbarian1 - eldritch heritage(orc)
6 - urban barbarian2 - roused anger
7 - fighter1 - vital strike, furious finish
8 - ragechemist1 - improved familiar
9 - ragechemist2 - extra arm, extra discovery (extra arm)
10-kensai5 - furious focus
11-kensai6 - improved share spells, arcane accuracy
12-kensai7
13-EK1 - improved eldritch heritage(orc)
14-EK2
15-EK3 - improved vital strike
16-EK4
17-EK5 - arcane strike, devastating strike
18-EK6
19-EK7 - raging brutality, greater vital strike
20-EK8

Choices :
- heart of the field : rage, finish, roused anger removes fatigue, finish, ignore exhausted, do it again.
- orc bloodline : gives a +6str and some damage with touch of rage. Power of giant isn't needed with the magus spells.
- kensai first : I lose some HP at first but I get perfect strike asap.
- fighter @lvl7 : need a high BAB lvl to get vital strike at this level (with the bonus feat), and I get furious finish directly with the 7th level feat. I was considering a level of samourai to deal with fatigue 2 more times a day with resolve, but I would get furious finish @lvl9.
- ragechemist : gives a +6 alchemist bonus to str with mutagen, and enables to strike 2-handed along with spell combat. (2nd extra arm just to look symmetrical, I might take infuse mutagen)
- familiar : Lyrakien gives a nice scout, UMD platform, and a way to remove fatigue and exhaustion. I might let her do the talking as well.
- Eldritch Knight : great for a magus who wants to get BAB16 without crippling his spell casting.
- improved share spells : get some more damage with a huge familiar wielding a leaded greatsword flanking my target. I miss battlemind link though.
- bastard sword : I think it is the best one-handed weapon damage-wise, getting a large one to get the most out of the d8.

Here it is, feel free to suggest improvements, point out rules not respected etc.

NB : I intend to use this character in an upcoming campaign, and haven't ask the GM anything yet so I tried to stay within RAW. Some tweaking might be possible depending on the GM reading.

I haven't done the math according to the last modifications I made, I'll post the damage @lvl19 later but with a mundane large bastard sword he would deal 192 weapon dmg, add in str and other modifiers and he should 2-shot a great wyrm.


I intended to play tag battle with my familiar, taking an arbiter which is the most resilient option available with regeneration and a buckload immunities thanks to constructed.

However, when I entered it into hero lab, and applied monstrous physique 3 on him, bumping him from tiny to huge, I saw his HP going from 33 to 73. That's when I read more carefully the constructed entry.

Constructed (Ex):

Although inevitables are living outsiders , their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

So constructed is an ability based on subtype (inevitable), polymorph spells don't say they change types or subtypes (please point me the relevent rule if I'm wrong). So changing the arbiter's size gives him a flat HP bonus.
An arbiter is an outsider, thus proficient with martial weapons, giving him a greatsword and bumping him to huge, with lead blades thanks to a wand, we have an almost unkillable (anarchic only) juggernaugth, with HP comparable to an average fighter, that deals 6d6+10 (~31) + weapon enchancement. Add hour/CL buff on him (false life, mage armor ...) if need be.
Am I getting something wrong or is it that good ? Especially considering that this guy can fight in a cloudkill, with mirror image, blink and everything his master cares to give him.


I am trying to build a character that only strikes once (idealy)
The core idea is to use perfect strike(kensai) and furious finish.
I'm leaning towards titan mauler for being able to wield a greatsword in one hand.
So I would be a kensai4/titan-mauler2 +2BAB for the "perfect furious finish".

But what should I take for the missing 2BAB ?
I'am thinking about taking 3 more magus levels and then going eldritch knight, taking vital strike lvl 9 rather than lvl7. Maybe there is a high BAB option available ?
I think I will go oracle taking the lame curse, giving immunity to fatigue. maybe using roused anger before the dip into oracle.
What feats might be good to consider to improve the one strike ?
Is there a better way to achieve this ? the key components being rage, perfect strike and imunity to fatigue (or at least a reliable way to remove it)


I recently had the idea of transforming my diminutive bat familiar into a gargantuan hippopotamus behemoth

I am a 8wizard/1loremaster conjuration spec (evoc/ench banned) with 58HP so my familiar looks like this :

Spoiler:

Str 1, Dex 15, Con 6, Int 9, Wis 14, Cha 5
AC 20, touch 16, flat-footed 18 (+2 Dex, +4 size, +4 natural)
Base Atk +4
Melee bite +10 (1d3–5)
hp 26 : 1d8–2 => mine/2 (-2/HD)
Fort +0, Ref +4, Will +9 (base mine : 2/2/7)

Now I cast beast shape 3 and transform him into an hippo behemoth via the share spell feature, then cast animal growth on him. What would become of him stat wise ?

Back in 3.5 I would take the hippo stats but now polymorph spells give flat bonuses, and a gargantuan beast with a strength of 15 seems a bit off. And even if I change his abilities according to this table he only has 21 strength while the normal huge hippo behemoth has 29.
It seems to me a little inappropriate to have a gargantuan beast that weights 16 to 125 tons and can only carry 307 to 460 pounds (thus probably cannot carry its own weight).
What am I doing wrong or forgetting ?

PS : I also have an issue while calculating his HP, having only 1 hit dice and 10 con (+4 from animal growth) he only has 28 hp